servo/components/compositing/touch.rs
Bi Fuguo 3fe42a0b5a
implement Touchevent prevent default behavior (#35031)
* implement Touchevent prevent default behavior

* The status change logic of the `TouchHandler` is changed.
> The `WaitingForScript` state is canceled. TouchAction can be identified
  based on the current touch type and numbers if touch points.
* Sends current event to script thread along with recognized `TouchAction`.
> After dispatch event, script thread sends a `TouchEventProcess(EventResult)`
  message to main thread. If the event is set to `DefaultAllowed`, the
  corresponding `TouchAction` information is added.
* After receiving `DefaultAllowed(TouchAction)` message, main thread executes corresponding action.
> `DefaultPrevented(TouchEventType)` is received. Use `prevent_click` to mark
  that the default `Click` is blocked, and `prevent_move` to mark that the
  default `Scroll` and `Zoom` are blocked. In this way, all TouchActions
  implement preventDefault.
Signed-off-by: Bi Fuguo <1782765876@qq.com>

* fix some suggestions

* support preventDefault fling
* move `TouchAction` to share touch directory
* check preventDefault everytime when touch
* fix zoom ineffective

Signed-off-by: Bi Fuguo <1782765876@qq.com>

* fix some suggestions

rename on_event_processed to  on_touch_event_processed
clear unused features

Signed-off-by: Bi Fuguo <1782765876@qq.com>

* Optimizes pan performance by continuously sliding without waiting for the eventhandler.

Signed-off-by: kongbai1996 <1782765876@qq.com>

* resolve conflict

Signed-off-by: kongbai1996 <1782765876@qq.com>

---------

Signed-off-by: Bi Fuguo <1782765876@qq.com>
Signed-off-by: kongbai1996 <1782765876@qq.com>
2025-02-17 10:50:04 +00:00

249 lines
9 KiB
Rust

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
use embedder_traits::{TouchAction, TouchId};
use euclid::{Point2D, Scale, Vector2D};
use log::{debug, warn};
use webrender_api::units::{DeviceIntPoint, DevicePixel, LayoutVector2D};
use self::TouchState::*;
// TODO: All `_SCREEN_PX` units below are currently actually used as `DevicePixel`
// without multiplying with the `hidpi_factor`. This should be fixed and the
// constants adjusted accordingly.
/// Minimum number of `DeviceIndependentPixel` to begin touch scrolling.
const TOUCH_PAN_MIN_SCREEN_PX: f32 = 20.0;
/// Factor by which the flinging velocity changes on each tick.
const FLING_SCALING_FACTOR: f32 = 0.95;
/// Minimum velocity required for transitioning to fling when panning ends.
const FLING_MIN_SCREEN_PX: f32 = 3.0;
/// Maximum velocity when flinging.
const FLING_MAX_SCREEN_PX: f32 = 4000.0;
pub struct TouchHandler {
pub state: TouchState,
pub active_touch_points: Vec<TouchPoint>,
pub prevent_move: bool,
pub prevent_click: bool,
}
#[derive(Clone, Copy, Debug)]
pub struct TouchPoint {
pub id: TouchId,
pub point: Point2D<f32, DevicePixel>,
}
impl TouchPoint {
pub fn new(id: TouchId, point: Point2D<f32, DevicePixel>) -> Self {
TouchPoint { id, point }
}
}
/// The states of the touch input state machine.
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum TouchState {
/// Not tracking any touch point
Nothing,
/// A single touch point is active and may perform click or pan default actions.
/// Contains the initial touch location.
Touching,
/// A single touch point is active and has started panning.
Panning {
velocity: Vector2D<f32, DevicePixel>,
},
/// No active touch points, but there is still scrolling velocity
Flinging {
velocity: Vector2D<f32, DevicePixel>,
cursor: DeviceIntPoint,
},
/// A two-finger pinch zoom gesture is active.
Pinching,
/// A multi-touch gesture is in progress. Contains the number of active touch points.
MultiTouch,
}
pub(crate) struct FlingAction {
pub delta: LayoutVector2D,
pub cursor: DeviceIntPoint,
}
impl TouchHandler {
pub fn new() -> Self {
TouchHandler {
state: Nothing,
active_touch_points: Vec::new(),
prevent_move: true,
prevent_click: false,
}
}
pub fn on_touch_down(&mut self, id: TouchId, point: Point2D<f32, DevicePixel>) {
let point = TouchPoint::new(id, point);
self.active_touch_points.push(point);
self.state = Touching;
self.prevent_click = match self.touch_count() {
1 => {
self.prevent_move = true;
false
},
_ => true,
};
}
pub fn on_vsync(&mut self) -> Option<FlingAction> {
let Flinging {
velocity,
ref cursor,
} = &mut self.state
else {
return None;
};
if velocity.length().abs() < FLING_MIN_SCREEN_PX {
self.state = Nothing;
return None;
}
// TODO: Probably we should multiply with the current refresh rate (and divide on each frame)
// or save a timestamp to account for a potentially changing display refresh rate.
*velocity *= FLING_SCALING_FACTOR;
debug_assert!(velocity.length() <= FLING_MAX_SCREEN_PX);
Some(FlingAction {
delta: LayoutVector2D::new(velocity.x, velocity.y),
cursor: *cursor,
})
}
pub fn on_touch_move(&mut self, id: TouchId, point: Point2D<f32, DevicePixel>) -> TouchAction {
let idx = match self.active_touch_points.iter_mut().position(|t| t.id == id) {
Some(i) => i,
None => {
warn!("Got a touchmove event for a non-active touch point");
return TouchAction::NoAction;
},
};
let old_point = self.active_touch_points[idx].point;
let delta = point - old_point;
let action = match self.touch_count() {
1 => {
if let Panning { ref mut velocity } = self.state {
// TODO: Probably we should track 1-3 more points and use a smarter algorithm
*velocity += delta;
*velocity /= 2.0;
TouchAction::Scroll(delta, point)
} else if delta.x.abs() > TOUCH_PAN_MIN_SCREEN_PX ||
delta.y.abs() > TOUCH_PAN_MIN_SCREEN_PX
{
self.state = Panning {
velocity: Vector2D::new(delta.x, delta.y),
};
self.prevent_click = true;
TouchAction::Scroll(delta, point)
} else {
TouchAction::NoAction
}
},
2 => {
if self.state == Pinching ||
delta.x.abs() > TOUCH_PAN_MIN_SCREEN_PX ||
delta.y.abs() > TOUCH_PAN_MIN_SCREEN_PX
{
self.state = Pinching;
let (d0, c0) = self.pinch_distance_and_center();
self.active_touch_points[idx].point = point;
let (d1, c1) = self.pinch_distance_and_center();
let magnification = d1 / d0;
let scroll_delta = c1 - c0 * Scale::new(magnification);
TouchAction::Zoom(magnification, scroll_delta)
} else {
TouchAction::NoAction
}
},
_ => {
self.state = MultiTouch;
TouchAction::NoAction
},
};
// update the touch point with the latest location.
if self.state != Touching {
self.active_touch_points[idx].point = point;
}
action
}
pub fn on_touch_up(&mut self, id: TouchId, point: Point2D<f32, DevicePixel>) -> TouchAction {
let old = match self.active_touch_points.iter().position(|t| t.id == id) {
Some(i) => Some(self.active_touch_points.swap_remove(i).point),
None => {
warn!("Got a touch up event for a non-active touch point");
None
},
};
match self.touch_count() {
0 => {
if let Panning { velocity } = self.state {
if velocity.length().abs() >= FLING_MIN_SCREEN_PX {
// TODO: point != old. Not sure which one is better to take as cursor for flinging.
debug!(
"Transitioning to Fling. Cursor is {point:?}. Old cursor was {old:?}. \
Raw velocity is {velocity:?}."
);
debug_assert!((point.x as i64) < (i32::MAX as i64));
debug_assert!((point.y as i64) < (i32::MAX as i64));
let cursor = DeviceIntPoint::new(point.x as i32, point.y as i32);
// Multiplying the initial velocity gives the fling a much more snappy feel
// and serves well as a poor-mans acceleration algorithm.
let velocity = (velocity * 2.0).with_max_length(FLING_MAX_SCREEN_PX);
TouchAction::Flinging(velocity, cursor)
} else {
self.state = Nothing;
TouchAction::NoAction
}
} else {
self.state = Nothing;
if !self.prevent_click {
TouchAction::Click(point)
} else {
TouchAction::NoAction
}
}
},
_ => {
self.state = Touching;
TouchAction::NoAction
},
}
}
pub fn on_touch_cancel(&mut self, id: TouchId, _point: Point2D<f32, DevicePixel>) {
match self.active_touch_points.iter().position(|t| t.id == id) {
Some(i) => {
self.active_touch_points.swap_remove(i);
},
None => {
warn!("Got a touchcancel event for a non-active touch point");
return;
},
}
self.state = Nothing;
}
pub fn on_fling(&mut self, velocity: Vector2D<f32, DevicePixel>, cursor: DeviceIntPoint) {
self.state = Flinging { velocity, cursor };
}
fn touch_count(&self) -> usize {
self.active_touch_points.len()
}
fn pinch_distance_and_center(&self) -> (f32, Point2D<f32, DevicePixel>) {
debug_assert_eq!(self.touch_count(), 2);
let p0 = self.active_touch_points[0].point;
let p1 = self.active_touch_points[1].point;
let center = p0.lerp(p1, 0.5);
let distance = (p0 - p1).length();
(distance, center)
}
}